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Agrik: Herpa the Mace

Agrik: Herpa the Mace


Hârn is home to many clerical orders devoted to Agrik, the dark god of war and violence, but none is more mystical than the Order of Herpa the Mace, whose priests are known for their ability to foresee the future with remarkable clarity. Although village soothsayers may claim similar prophetic talents, the Herpans are reputed to gain their powers by feeding the appetites of the V'h...   [click here for more]

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Agrik: Red Shadows of Herpa

Agrik: Red Shadows of Herpa


The Order of the Red Shadows of Herpa is a religious fighting order devoted to Agrik, the dark god of war and violence. Righteous war and devotion to Agrik's demonic servants, the V'hir, are the hallmarks of the order, which traces its lineage to the bodyguards of the astrologer-priests of the Corani imperial court. Today they are politically powerful through the sponsorship of the cler...   [click here for more]

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Aquatics

Aquatics


Bestiary Article

Mariners oft tell tales of ferocious beasts they have faced, whilst plying their trade. It is rumored that terrors such as the wrecan and daranog guard the skeletons of sunken ships.

Gigantic whales are killed for their ivory, blubber and oil but, occasionally, the hunters are the victims. The smaller dolphins are dashing friends of all sailors since...   [click here for more]

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Arcane Lore

Arcane Lore


Arcane Lore

The Guild of Arcane Lore is a loose association of scholars whose study and practice involve esoteric knowledge. Some study magical phenomena, while others practice magic; many are only students in obscure but mundane fields. The differences are sometimes unclear. This article describes the origins and development of the guild and its organization, ranks, and subgroup...   [click here for more]

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Astrology

Astrology


Harn Classic

Astrology is the study of the stars and the heavens, physically and meta-physically. The article includes star charts, data about the Kethiran solar system, the moon, and other planets. The 12 signs of the Kethiran zodiac (sunsigns) are shown on the star charts.

...   [click here for more]
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Atlas Map C6

Atlas Map C6


Atlas Hârnica map C6 covers the northwestern coast of the Kingdom of Rethem. The map covers a number of major settlements, including Tormau, held by Earl Denyl Lynnaeus, the most dangerous and powerful rival of Rethem's King Chafin III; Bedenes, held by the Warriors of Mameka and the base of that Agrikan fighting order's campaigns against the Kuboran tribes; Ithiko, birthplace of the Morg...   [click here for more]

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Atlas Map D6

Atlas Map D6


Atlas Hârnica map D6.

...   [click here for more]
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Atlas Map E7

Atlas Map E7


Atlas Hârnica map E7.

...   [click here for more]
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Atlas Map L6

Atlas Map L6


Atlas Hârnica map L6 covers the southern portion of Tontury Lake and the Ilmen Marsh, home to the mysterious Ilme meredragons. From the lakeshore, the land rises to the southeast into wild country controlled by the Ruthuba Gargu-Arak. Pagelin villages are found along the Osel and Ilmen rivers in the southwest corner of the map.

...   [click here for more]
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Bats

Bats


Bats is a Bestiary article.

Bats are feared by many, in part because they have long been associated with witchcraft, darkness, and evil. This bestiary article describes the habitat and physical attributes of Hârnic bats, with full HârnMaster stats.

The article also gives full information on rabies, "The Wreaker's Madness," and how to reflect its ef...   [click here for more]

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Bears

Bears


Bestiary Article

Bears are powerfully built. They are covered with long, rough fur, usually of one color, although some have white marks on the chest or face. A bear paw has five digits, each ending in a strong, curved unretractable claw.

Bears have an excellent sense of smell, but their eyesight and hearing are not as good. A bear can smell at 100 feet what a human can s...   [click here for more]

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Bedenes

Bedenes


BedenesBedenes is a formidible fortress on the northern frontier of the Kingdom of Rethem. Bedenes Keep and the surrounding lands of Emesa Hundred are held by the Warriors of Mameka, a powerful fighting order of Agrik, god of war and violence. From Bedenes, the Warriors wage war against the Kuboran tribesmen and plunder the riches of the Peran wilderness.

Bedenes also is a semina...   [click here for more]

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Birds

Birds


Bestiary Article

Birds are ubiquitous across Hârn and familiar to all. They are found in cities and keeps, in fields and hedgerows, in the wilds, forests, mountains, and shores. They range in size from the small wren with a wingspan of six inches to the northern eagle, which reaches nearly 20 feet tip to tip.

This bestiary article describes how birds are used by man...   [click here for more]

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Cats

Cats


Bestiary Article

Cats are graceful, silent, masterful hunters. This article contains rules pertaining to cats and their abilities in combat and hunting. Eight species are represented:

Cheetah Cougar Dejerka Domestic Cat Dracofelas Lynx Lion Tiger ...   [click here for more]
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Cattle

Cattle


Bestiary Article

Cattle are indigenous to Hârn and most parts of the Lythian continent. Domestic cattle are used for milk and labor and are slaughtered for hides, meat, and tallow. Herds of wild cattle roam the grasslands and river valleys in great numbers.

This article describes the domestic breeds of cattle common to Hârn as well as wild breeds such...   [click here for more]

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Chimerae

Chimerae


Bestiary Article

A Chimera is a creature composed of the parts of multiple animals. This article contains details and statistics for two such species: the Griffin, half lion and half eagle, and the fiercely territorial Hirenu, half equine and half eagle.

 

...   [click here for more]
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City of Aleath

City of Aleath


Includes the original Aleath article from Cities of Hârn, the expansion from Son of Cities and some of the content from Web of the Widow. The city has been divided into 4 neighborhoods and the buildings numbered accordingly. The 12 Aleathian aldermen have been identified and the 4 villages located outside town have been described. There is also some new ar...   [click here for more]

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City of Cherafir

City of Cherafir


Cherafir is the capital city and principal port of the Kingdom of Melderyn. The city is well fortified and its strong citadel is the main residence of the king. Known as the “Mages’ City,” Cherafir is seen by most as a bizarre anomaly, prone to strange happenings and inhabited by weird entities. While largely fictitious, this reputation is promoted by the inhabitants. Ch...   [click here for more]
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City of Tashal

City of Tashal


This module is an expansion of the Tashal articles originally published in Cities of Hârn and Son of Cities. Expanded to 70 pages from 12 pages, the new module contains many additional interior plans and a new color map of the Underground.

New plans include:

Caer Elend (seven floors) Temple of Halea Temple of Ilvir Temple of Larani Temple of Na...   [click here for more]
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City of Thay

City of Thay


Thay is the second-largest city in the Kingdom of Melderyn in southeast Hârn. The city is the dominant economic force in northern Melderyn, both as as a busy seaport and the terminus of one of the major trade routes of eastern Hârn. It is the closest port on the Hârnic mainland to the Lythian continent.

Thay offers game masters many opportunities, both as the ...   [click here for more]

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Dead of Winter

Dead of Winter


A Hârnic Murder Mystery Adventure A stormy day in early winter. Gusts of wind whip up the powdery snow cloaking Ternu Heath in a mantle of white. A lone group of travelers hurries to a remote Laranian abbey to escape the merciless weather. The powers of fate have chosen them to become involved with a series of violent murders at the abbey.

Chendy is an abbey of ...   [click here for more]

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Dead Weight w/Quickstart

Dead Weight w/Quickstart


Dead Weight is an introductory adventure for HârnWorld. Although designed to be used with the HârnMaster rule system, it is generic enough for easy conversion for use with other rule systems and can easily fit into any medieval fantasy game setting.

The PCs find themselves on the Sea Hag, a sailing vessel bound for northwestern Kanday, a feudal kingdom in weste...   [click here for more]

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Deer

Deer


Bestiary Article

Many varieties of deer can be found on Hârn. The Hârnic tribesmen hunt them as a source of food, hide, antlers, and sinew, while the nobles of the island's kingdoms also hunt them for sport.

This bestiary article includes descriptions and statistics for three classes of deer. The Northern Deer, the largest indigenous species, prefers the colde...   [click here for more]

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Dogs

Dogs


Bestiary Article

Dogs play an important role among all levels of Lythian society. They are companions, trackers, guards, shepherds, fighters, and friends.

There are four broad classes of Lythian dogs. Dogs are selectively bred by dog trainers to preserve and propagate the best traits. Most dogs are of mixed parentage; those specially bred to type are expensive and ra...   [click here for more]

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Dragons

Dragons


Dragons is a Bestiary article (expanded from the 2002 release).

Dragons are the fire-breathing fiends of a thousand travelers' tales, the most feared of the fantastical beasts said to roam the Hârnic wilderness. Legends tell of the Great Wyrm that emerges from its lair to devour an entire village or just one helpless maiden. While many such tales can be discounted as the ravings o...   [click here for more]

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Dunir Keep

Dunir Keep


Dunir is an isolated keep and small town on the northwestern coast of Kanday, although it gets more traffic than one would expect. The road from Selvos to Menekod enters Rethem and is blocked by Hyen Keep, headquarters of the Agrikan Company of the Copper Hook.

This fighting order once held Selvos, Menekod, and Dunir and has never accepted the Peace of Selvos. Hence, all military traffi...   [click here for more]

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Dyrisa Castle

Dyrisa Castle


Dyrisa is the second largest settlement in the Kingdom of Kanday and the principal seat of King Andasin IV and the royal House of Kand. The town prospers from its position on the road between Aleath and Coranan, two of Hârn's largest towns. The area around Dyrisa was sacred to the Ariathe tribe and is the site of many barrow graves.

The Dyrisa article describes the town's history,...   [click here for more]

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Earthmasters

Earthmasters


Harn Classic

Almost nothing is known of the first inhabitants of Hârn; even the name by which they knew themselves is lost. They are now referred to as the Earthmasters, or Ancients. Surviving murals and sculpture portray humanoid figures of diverse stature and configuration. This might indicate that they were either shape-changers or of several distinct species. When and f...   [click here for more]

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Escorsen's Hermitage

Escorsen's Hermitage


Escorsen's hermitage is deep in the Leonese Marshes on the eastern side of the Island of Melderyn. The setting is simple and isolated, typical for the dwelling of a hermit. People who have encountered Escorsen have described him as a slightly eccentric Ilviran priest. But Escorsen is not all that he seems; those few who suspected he was other than he let on are no longer among the living.  &...   [click here for more]
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Evael

Evael


The elves of Hârn, their culture, and their cities. Three adventures for HârnMaster take the players deep into Shava Forest, the pristine sylvan kingdom of the elves where strangers are rarely welcome.

Evael includes the elven cities of Elshavel and Ulfshafen as well as the Earthmaster sites, Pesino and Bejist. Elven culture, history and religion are detailed as well. H&acir...   [click here for more]

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Field of Daisies (w/Quickstart Rules)

Field of Daisies (w/Quickstart Rules)


Field of Daisies is an introductory adventure for HârnWorld. Although designed to be used with the HârnMaster rule system, it is generic enough for easy conversion for use with other rule systems and can easily fit into any medieval fantasy game setting.

The adventure unfolds in the fief of Falkath, a small manor in northern Kaldor, a feudal kingdom in eastern H&...   [click here for more]

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Fishing

Fishing


Fishing is an unguilded occupation.

The fishing article details the fisherman's methods and equipment as well as the common types of fish and methods of preservation.

Fishing has great economic and social importance to all coastal communities. The sea provides raw materials such as whale oil, mother of pearl, and ambergris.

Fishermen are unguilded and the majority a...   [click here for more]

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Fyvria Expansion (Pages 7 to 12)

Fyvria Expansion (Pages 7 to 12)


A compendium of spells, lore, and experiment notes assembled by Theron of Yisgaraen during his ill-fated expedition with Bognor of Barth to the Anoth Delta. Theron was the sole survivor of the journey which has come to be known as Bognor's Folly (see HârnPlayer). Contains 11 new Fyvrian spells. THERON'S LARDER (I) LURE OF THE FALCON (II) BEASTLY BURDEN (II) LOVE PERFUME (...   [click here for more]

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Gardiren Castle

Gardiren Castle


Gardiren is the principal settlement of Nephshire on the northern frontier of Kaldor. It lies on the eastern bank of the fast-moving River Shem, twenty leagues north of Tashal. Vast forests claimed by the Taelda barbarians extend north and east to the Sorkin Mountains. These rich forests and centuries of trade with Azadmere have been sources of great wealth for Clan Curo, a wealthy and ancient ...   [click here for more]

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Gelimo Chantry

Gelimo Chantry


Gelimo is the best known remnant of the Henge Culture that flourished on Melderyn and the surrounding isles about 3,500 years ago. The five concentric rings of stones stand on a wide expanse of heath overlooking the rocky west coast of Melderyn. The remote, mysterious site is home to a chantry of Fyvrian mages, who benefit from the enhancing effect the stone rings have on their magic.

T...   [click here for more]

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Ghosts

Ghosts


Bestiary Article

Ghosts features rules for manifestations allowing ghosts to scare the life out of the living.

...   [click here for more]
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Glenoth Keep

Glenoth Keep


Glenoth is an island located midway between the islands of Ikom and Melderyn. The island's only major settlement lies on the east coast of the island.

Around 700 BT, a Jmorvian chantry was established on the island by scholars from Emelrene who wished to study the structures of the enigmatic Henge Culture. There is some evidence that the local basalt is susceptible to receiving and...   [click here for more]

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Goats

Goats


Bestiary Article

Goats were introduced to Hârn by the earliest Jarin settlers. They have adapted to the island very well and provide milk, meat, tallow, and horn.

This article describes the common uses, physical statistics, and economic data of the domestic goats common to Hârn. Also included are a detailed description and statistics of the wild moun...   [click here for more]

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Godstones

Godstones


Godstones

Of all the enigmas in the Kethrian family of worlds, none is more puzzling than that of the Earthmasters. Their power was godlike and their nature unknown. All that remains of them are their deserted sites and a precious few of their amazing artifacts, the greatest of which are the Godstones. This article describes the appearance and functioning of the Godstones and pro...   [click here for more]

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Grave-Wights

Grave-Wights


Grave-Wights is a 4pp article in the Harnmaster Bestiary format, with general information about these loathsome creatures, brief descriptions of two possibly related species, and then a full page on each the male and the female (which have different abilities). The Grave-wights are designd to provide a lot of spook-ability, accompanied by enough muscle to make the danger real.&...   [click here for more]

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Guilds

Guilds


Guilds

Guilds are brotherhoods of craftsmen who have banded together to control economic activity in specific or related trades. Throughout Hârn and western Lythia, virtually all significant commercial and professional activities are within the control of powerful international guilds whose monopolistic rights are protected by law. This article outlines the structure of a t...   [click here for more]

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Gythrun Castle

Gythrun Castle


Gythrun is the third largest of the mainland settlements in the Kingdom of Melderyn. It is the principal seat of the Earl of Biren and the center of economic activity for Birenshire. The town is a major stopover for caravans on the Nuem Trail and attracts significant maritime trade. For both moral and economic reasons, Gythrun has found itself embroiled in the Solora Crusade, a campaign of subjuga...   [click here for more]
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Harden Castle

Harden Castle


Harden is the principal northern fortress of the mainland holdings of the Kingdom of Melderyn. The castle is strategically placed along the Genin Trail and holds a commanding position on the Horka River. Once the economic center of the region, Harden had declined since the founding of the city of Thay two centuries ago. Harden was once the capital of the Kingdom of Elorinar and is now the seat of ...   [click here for more]
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Harn Religious Calendar

Harn Religious Calendar


A calendar showing all twelve Hârnic Months, with observed holy days of each of the Hârnic faiths. A great supplement for any game, and a valuable asset for those using HarnMaster Religion....   [click here for more]
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Harnic Christmas

Harnic Christmas


An elderly Jarin toymaker from Leriel comes to Geldeheim, carrying sacks of toys which he hopes to take aboard ship to Thay and sell. The party helps him to realize that he will not get to Thay before spring, and maybe not at all. King Alegar has imposed "temporary" punitive taxes on Jarin goods in harsh reprisal for a recent brawl. The old toymaker decides to give all his toys away to local ch...   [click here for more]

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HarnManor

HarnManor


Hârnmanor

HârnManor includes 4 generated manors and rules to create your own. Fully compatible with HârnMaster or any rules system.

VillagesRules to generate useful, realistic Hârnic villages, populated with a variety of serfs, freeholders, and craftsmen.

HouseholdRules to populate the lord's household. For most lords a rich h...   [click here for more]

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HarnMaster Barbarians

HarnMaster Barbarians


Barbarians of Hârn

The deep forests of Hârn are home to eighteen tribal nations. Although civilized Hârnians look down on them as backward, most tribesmen have more freedom and leisure time than manorial peasants. However, much of that spare time must be spent sharpening spears and fletching arrows because the tribal wilderness is a more dangerous place than the man...   [click here for more]

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HarnMaster Core Rules [BUNDLE]

HarnMaster Core Rules [BUNDLE]


THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...

 

HarnMaster MagicMSRP: $23.99BUNDLE PRICE: $23.99

HârnMaster MagicThe Ancient & Esoteric Orders of the Shek-Pvar have existed on Melderyn, the Wizard's Isle, and in other locales...   [click here for more]

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HarnMaster Magic

HarnMaster Magic


HârnMaster MagicThe Ancient & Esoteric Orders of the Shek-Pvar have existed on Melderyn, the Wizard's Isle, and in other locales of Hârn for at least two thousand years. The six orders are members of the Guild of Arcane Lore.

HârnMaster Magic is compatible with both the second and third editions of HârnMaster.

Mage Character Generation<>...   [click here for more]

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HarnMaster Religion

HarnMaster Religion


HârnMaster Religion Religion is pervasive is all levels of Hârnic society. The churches are very powerful and influential. No roleplaying campaign is complete without them. HârnMaster Religion is compatible with both the second and third editions of HârnMaster.

Cleric Character generationExtensive rules and background for generating and running...   [click here for more]

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City of Cherafir

01.City of Cherafir
02.Keserin Mine
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04.City of Thay
05.Kiban Castle
06.Rodents
07.Harden Castle
08.Oselbridge
09.Qualdris Castle
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14.Agrik: Red Shadows of Herpa
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